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greengnu #1
Biped and Bones
Hi!
I've got problems with a character i want to export from 3Dsmax R7 to the W3D
file format for use within Director. The Rig is a combination of a CS Biped and
Max regular bones - skinned with the physique modifier.
The Biped rig works well after export, but the bones don't.
Theres an article on Macromedias page about it:
In 3D Studio Max, the skeleton either can be built in a hierarchy that uses
Max bones, or it can be a Character Studio biped. It cannot be a skeleton
comprising both. The biped and bones system each have a root node in Shockwave
3D, so if you append bones to a biped, you will have more than one root node,
resulting in the loss of animation on one of them. As a workaround, build the
systems separately and export them in the same file; they can be joined later
by the Lingo programmer.
However - for me it works! the Bones are animated... Perhaps it's because i
added the bones into the Biped Hirarchy - so they have the same rootnode as the
Biped...
But unfortunately the bones dont animate RIGHT! Alhtough the bones animate and
the skinned vertices floolow that animation, the bones do not rotate arround
the pivot they're supposed to do so. Instead of rotating arround the pivot of
the bone (at the bones root) they rotate arround some other pivot - displaced
to somewhere else)!
Does anyone know that Problem or knows how to fix it? i mean - if you for
example want to create a character with Facial Animations using
CharacterStudio, then you also will need Bones for the face rig... and this has
been done before i saw some examples - so it must be possible..
every hint will be appreciated! thanks
greengnu Guest
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Jmvr #2
Re: Biped and Bones
Try this.
In Max select all objects, the select group, then export.
Jmvr Guest



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